The equipment deterioration rules (originally inspired by Logan) that I posted before have seen around 10 sessions of online play testing. In general, I like the idea, but in practice I found that the large number of notches tended to prevent the effects from ever showing up on-screen. Rolling another die on every notch to test for immediate breakage is also too much work (and easy to forget, being outside the standard D&D workflow). The replacement costs I made up were a bit too complicated.
This new version of the rules (included below) feels “finished” to me, though I have only used them for two sessions so far. The complexity overhead and game impact are about where I want them. The new version does away with “null result” notch accumulation while also giving players some warning before their weapon or armor is totally gone.
There are three different gear states: sound, damaged, and ruined. On rolls less than or equal to an item’s quality rating, the item drops a category, which decreases its effectiveness in the case of “damaged.” Repairing a damaged weapon costs 1/2 new price. Some actions may cause an automatic downgrade, such as hitting a statue with an axe. Damaged weapons deal less damage and damaged armor loses one point of protection.